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  #16  
04-25-2001, 04:48 PM
Steel Shark 100
Fuzzle
 
: Apr 2001
: California, and Europe
: 120
Rep Power: 25
Steel Shark 100  (11)

OK... take a deep breath, i'm excited, I have just been checking out a revolutionary game, top secret, cannot give all the details, but I do have an " exclusive" interview with the team behind the game at E3. I will update this first look of the game in seperate segments in the coming days.

A quick note or two if I may; it's a 3D act/adv game with major stealth and puzzle element,on the XBOX, my cup of tea.

POWER, raw power, this game is it, MO has a brother, it will stand on the great pedastal in the sky above all other games.

I will try to get as un-technical as possible, if that's possible.But here is a small sample of it's engine and it's power : Vertex Shaders to breathe life and personality into characters and environments, such as fog that dips into a valley and curls over a hill; or true-to-life facial animation such as dimples or wrinkles that appear when a character smiles.

Examples of vertex shading effects include: matrix palette skinning, which allows programmers to create realistic character animation with up to 32 "bones" per joint, allowing them to move and flex convincingly; deformation of surfaces, which gives developers the power to create realistic surfaces such as waves and water that ripples; and vertex morphing, which is used to morph triangle meshes from one shape to another, providing smooth skeletal animation. These are just a few of the virtually infinite number of effects developers can create using Vertex Shaders. By customizing skinning and motion, developers can create life-like personalities for characters and scenes, thereby intensifying the graphics experience.

A really cool and new form of Antialiasing along with the GeForce3 is now introduced: High resolution Anti-aliasing with 'quincunx'.As soon as all Pixels are processed there is the option the use Anti-aliasing to get rid of the so called 'Jaggies'. With the GeForce3 you can use the existing Multi-sampling FSAA methods or the newer and much faster 'quincunx’ High resolution Anti-aliasing.

It boils down to this. To recover a signal, or image, you need a minimum of samples to be able to give a realistic representation of the image. The engine in this game is astounding, the look is the best ever by far, top notch 3D CG art in real time, a massive 150+ hours of gaming bliss is promised. The game is like seeing Toy story 2 or Bug's life the movies in a gaming atmosphere, really spectacular.

OK I know I have probably bored most of you, but I am in the industry, and I am very excited about this game. Thanks for letting me scream out my joy.

My update will be only about the even more impressive gameplay, wow is the best word to describe it. See ya later...
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